Empyrion - Galactic Survival

Empyrion - Galactic Survival

Does Teleporting Automatically Switch Off A Motion Sensor?
I don't need to tell you how power-hungry teleporters are. So if I were to rig my base teleporter's power supply up to a motion sensor that covers the teleporter, then teleport to another solar system, would Empyrion recognize that I've thereby left the range of that motion sensor and switch the teleporter off?

I'm not sure how much Empyrion 'thinks' about what's going on in other solar systems.
< >
Showing 1-15 of 18 comments
Doc Holliday Jul 27, 2020 @ 3:38am 
Yes, he will switch off, it works well like this.
seven Jul 27, 2020 @ 7:29am 
In single-player, no, unless they made a change in the 12.3 update. In MP, if someone is still in the playfield you are leaving then yes.
hisaksson420 Jul 27, 2020 @ 8:22pm 
The power safest and easiest way to set up a teleporter is to put a sensor that watches the block in front of the teleporter, add a 1s delay circuit and hook the teleporter to the delayed signal. That will turn it on temporarily when you approach the teleporter, and give you time to open the teleport menu before it shuts off again.
Colonel_Camel Jul 27, 2020 @ 11:40pm 
Originally posted by hisaksson420:
The power safest and easiest way to set up a teleporter is to put a sensor that watches the block in front of the teleporter, add a 1s delay circuit and hook the teleporter to the delayed signal. That will turn it on temporarily when you approach the teleporter, and give you time to open the teleport menu before it shuts off again.
Oooooh! That is diabolically clever! Thank you! :steamhappy:
Priest Jul 28, 2020 @ 3:04am 
Check this blueprint for the delay sollution (its for good solar input so maybe you need to install a Generator to test it)
https://steamcommunity.com/sharedfiles/filedetails/?id=2175964962

Its set to 5 Seconds, but i guess 3 are better
https://steamcommunity.com/sharedfiles/filedetails/?id=2180295412


Last edited by Priest; Jul 28, 2020 @ 3:05am
Harry Jul 28, 2020 @ 3:09am 
Originally posted by hisaksson420:
The power safest and easiest way to set up a teleporter is to put a sensor that watches the block in front of the teleporter, add a 1s delay circuit and hook the teleporter to the delayed signal. That will turn it on temporarily when you approach the teleporter, and give you time to open the teleport menu before it shuts off again.
Brilliant answer.
Injunuity Jul 28, 2020 @ 7:45am 
someone has a redone base setup that the TP toggles on motion sensor, and if there's a shield, it turns it off to use TP, back on when TP's turned off. i'll find it and get back to you with a link
Injunuity Jul 28, 2020 @ 7:52am 
https://steamcommunity.com/sharedfiles/filedetails/?id=2102265708&searchtext=redux @Doc did a great setup, load it into SP/Creative to check it out, the TP & shield is tied to motion sensor
Priest Jul 28, 2020 @ 7:53am 
Do you allways have the shield up ?
Injunuity Jul 28, 2020 @ 8:03am 
in that build, it's reliant on the shield being up, it's too big for me, but i loved the idea of how the switches & sensors were setup.
seven Jul 31, 2020 @ 7:28am 
Yay!

Fixes
Teleporter is not turning off when teleporting away from it when it is setup to a m/sensor [SP]
liquidsarcasm Jul 31, 2020 @ 9:34pm 
Originally posted by seven:
Yay!

Fixes
Teleporter is not turning off when teleporting away from it when it is setup to a m/sensor [SP]

Since when? cause right this moment I'm still having my base empty all its fuel when I warp away despite the teleporter being rigged to a motion sensor.

And before you ask, I switched off everything else in my base; only the teleporter and motion sensor are currently operating, so only the teleporter is responsible for this fuel drain

So no, it is still not 'fixed'
seven Jul 31, 2020 @ 9:54pm 
Originally posted by liquidsarcasm:
Originally posted by seven:
Yay!

Since when? cause right this moment I'm still having my base empty all its fuel when I warp away despite the teleporter being rigged to a motion sensor.

And before you ask, I switched off everything else in my base; only the teleporter and motion sensor are currently operating, so only the teleporter is responsible for this fuel drain

So no, it is still not 'fixed'


Sorry, I meant to copy the "1.0 experimental" part also. It's coming.
Xerxes86 Jul 31, 2020 @ 10:53pm 
Originally posted by liquidsarcasm:
Originally posted by seven:
Yay!

Since when? cause right this moment I'm still having my base empty all its fuel when I warp away despite the teleporter being rigged to a motion sensor.

And before you ask, I switched off everything else in my base; only the teleporter and motion sensor are currently operating, so only the teleporter is responsible for this fuel drain

So no, it is still not 'fixed'
Yeah don't see why people think it will work in single player. You still leave the playfield, so it's still not going to turn off. You solve nothing with switches. The only thing that works in SP is "don't use teleporters." There is still no reason to have a base after you get a CV.
Last edited by Xerxes86; Jul 31, 2020 @ 10:54pm
seven Aug 1, 2020 @ 8:02am 
Originally posted by Xerxes86:
Originally posted by liquidsarcasm:

Since when? cause right this moment I'm still having my base empty all its fuel when I warp away despite the teleporter being rigged to a motion sensor.

And before you ask, I switched off everything else in my base; only the teleporter and motion sensor are currently operating, so only the teleporter is responsible for this fuel drain

So no, it is still not 'fixed'
Yeah don't see why people think it will work in single player. You still leave the playfield, so it's still not going to turn off. You solve nothing with switches. The only thing that works in SP is "don't use teleporters." There is still no reason to have a base after you get a CV.

According to the patch notes for experimental 1.0 this is fixed in single player. That was the point of my post. Of course whether the fix actually works I don't know, but there is no reason to think it couldn't work. It's just coding to account for the fact the player left the playfield.
< >
Showing 1-15 of 18 comments
Per page: 1530 50

Date Posted: Jul 27, 2020 @ 2:48am
Posts: 18